I <3 my Greeneye. Never using a COGA again, the loss of peripheral vision is way too disorientating.
I only got it last weekend though, with PS Store being down so long :C
I <3 my Greeneye. Never using a COGA again, the loss of peripheral vision is way too disorientating.
I only got it last weekend though, with PS Store being down so long :C
IMO, boost speed for all classes equally, so that medium would not be an easy target and heavy a stationary one…
could also reduce lights health to balance increased speed -> I’ve noticed that I kill most of my opponents as light without dropping more than 70% of my health, if someone got a drop on me its pretty much over in 1 sec regardless of full health or not
The light and medium body types are fine its the heavy that needs some help. The slight increase in health is jusst not worth the reduction in movement speed and the bigger hitbox. Really what we need is the heavy to be more durable and more powerful. Give the heavy more health and make the heavy weapons more powerful.
[QUOTE=Cep;336508]Yeah I have 4 chars at the mo, Medium Engi, Heavy Soldier, Medium Medic and Light Covert. All lvl 20, tihnk I may swap my medic for a light at least but I am going to keep the others as is for now.
What would you say is the best weapon combi for the medium body type then?
Carb 9 / Machine Pistolly thing - Light
Galatactic / Kross - Medium???
Chinzor / Kross - Heavy[/QUOTE]
I actually have the exact same character builds.
In order:
Medium Engineer - CARB-9 SMG (Fallout) and Belgo MP
Light Operative - CARB-9 SMG (Fallout) and Belgo MP
Heavy Soldier - Gotlung Minigun and CARB-9 SMG (Fallout)
Medium Medic - CARB-9 SMG (Fallout) and Belgo MP
-JJ
My weapon loadout
Light:
Primary: Carb 9 - mussle break: Front grip: Drug magazine: Dflex red dot sight.
Secondary: Seagle pistol: mussle break: Speed holster: Rapid fire: Adjusted iron sights.
[QUOTE=Jimmy James;336620]I actually have the exact same character builds.
In order:
Medium Engineer - CARB-9 SMG (Fallout) and Belgo MP
Light Operative - CARB-9 SMG (Fallout) and Belgo MP
Heavy Soldier - Gotlung Minigun and CARB-9 SMG (Fallout)
Medium Medic - CARB-9 SMG (Fallout) and Belgo MP
-JJ[/QUOTE]
If you are using Light weapons on your Mediums then you might as well make them Light characters as well. Serioulsy, the 20 health is not worth it unless you are using Medium weapons or two non-pistol ones.
The big advantage that lights have is that they can strafe a lot faster, so in a 1 vs 1 direct combat a light will strafe fast left right and that will make really hard to aim, imo all builts should have the same strafe speed.
You have to play as a medium untill you are high enough so I do the same when making a new character I give him 2 smgs and then go light ASAP. The light is my favourite because the other body types are just way to slow.
Ah, I understand now. I was just a bit confused when you had Mediums with Light loadouts listed. I normally do not think about that restriction since you unlock Heavy and Light so quickly.
[QUOTE=obliviondoll;335757]It’s 120/140/180
And it’s fine as-is.[/quote]
No. Simple as that.
I think the light and mediums have struck a good balance in what they were going for. The heavy, however, seems to be the only one that is a little off. It seems silly to me that the other two body types can hold their own by themselves, yet the heavy needs buffs and buddies in order to be effective.
The lights are super fast and mobile yet they have little health and can only use small weps. The mediums strike a good balance between mobility, decent health, and good weapon variance. There are very very very few places that a light can go to that a medium cant go as well. And then there’s the heavies that cant go anywhere and are huge and that have weapons that are only slightly better then those of a medium.
I have played extensively as all body types and enjoy them all but like others have said, the heavy can only really shine when you have a good team. I really enjoy playing as a light running around like a chicken with no head, wall hopping, and outflanking enemies is awesome. I run circles around heavies and if they get me low on health i just flank them and usually end up shooting them in that fat back of theirs. The mediums are almost as mobile as lights except they have access to better weapons but are still able to outflank most heavies.
I feel like the heavies are close to hitting their mark but I still find them to be slightly off.
heavy soldier/medic with chinzor and rokstedi w/noob tube
medium engy/soldier/mini-medic with gerund and kross/glactic/carb9
light operative/medic with silenced carb9 and scoped seagle
thats how i rollssss :stroggbanana:
[QUOTE=QUIK420;336810]
light operative/medic with silenced carb9 and scoped seagle
thats how i rollssss :stroggbanana:[/QUOTE]
I just finished leverling my operative to lvl 20 the other week. I started off with the Carb 9 equiped with a silencer but quickly changed to a mussle break afterwards. Having a silencer equiped signifcantly reduces the Carb’s damage whilst also making it less accurate as you lose the mussle break.
Not only that but it actually hinders you, Combat intuition works on players that don’t appear on the radar. The Silencer stops you appearing on the radar so any enemies you put your crossairs on will be alerted to your position. The same applies to Comms hacking it makes your teams combat intution usless.
[QUOTE=Jamieson;336845]I just finished leverling my operative to lvl 20 the other week. I started off with the Carb 9 equiped with a silencer but quickly changed to a mussle break afterwards. Having a silencer equiped signifcantly reduces the Carb’s damage whilst also making it less accurate as you lose the mussle break.
Not only that but it actually hinders you, Combat intuition works on players that don’t appear on the radar. The Silencer stops you appearing on the radar so any enemies you put your crossairs on will be alerted to your position. The same applies to Comms hacking it makes your teams combat intution usless.[/QUOTE]
Well I only have the silencer on the carb 9 because its the only SMG that can rock it and still do a decent amount of damage (used it on the galactic and let me tell you it takes forever to kill a heavy like that lmao). I also rock a grip on it so it still has decent stability.
And I am aware of combat intuition making the suppressor less effective however I have a way around it. I just sprint after some1 from behind while keeping my cross hairs to the side or slightly below them so that CI doesn’t go off for them. Then once Im close enough I start filling em with lead and CI doesn’t give them enough time to react. But that’s only on my light operative who excels at running about and being hidden.
But ya silencers are pretty useless besides that one way haha :eek:
Yeah, I’ve been considering making the change to light for my engineer and medic (all my chars are level 20). Or maybe giving them a larger gun as their primary weapon and switch the Fallout CARB 9 to the secondary.
-JJ
[QUOTE=Jimmy James;336877]Yeah, I’ve been considering making the change to light for my engineer and medic (all my chars are level 20). Or maybe giving them a larger gun as their primary weapon and switch the Fallout CARB 9 to the secondary.
-JJ[/QUOTE]
Try the gerund as your primary its an awesome AR and has pretty good hip firing spread. But just use the carb for any CQC and you will be good.
I have to say I have switched my secondary from the Belgo to the Psycho Pack Revolver, its awesome 